TrGMTor01 [Working]

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Noirgrim
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TrGMTor01 [Working]

Post by Noirgrim »

Tor pile 1, A pile of stones
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PoHa!
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Post by PoHa! »

For reference (though not necessarily final concept):

[url=http://i5.photobucket.com/albums/y171/PoHaEiFor/3dModels/DCP_5648.jpg]Clickey[/url]
[url=http://www.richkni.co.uk/dartmoor/pix/devils/dev6.jpg]Clickey2[/url]
Last edited by PoHa! on Sun Nov 05, 2006 7:15 pm, edited 1 time in total.
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angelus6
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Post by angelus6 »

ahhhhhhhhhh

i hate rocks. but i'll have a crack non-theless
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angelus6
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Post by angelus6 »

oh.. dammit. second double post today.

bah, nevermind

texture and quick "rocks" mesh
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Rocks1OMG!.rar
(1.38 MiB) Downloaded 57 times
On a concrete cross you fall
Both a martyr to your cause and mine

[url=http://angelus6.110mb.com/3dMaxGallery.html][img]http://img169.imageshack.us/img169/3307/newsig01zv0.jpg[/img][/url]
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Morden
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Post by Morden »

Ummm.. thanks.. but your rocks look nothing like the reference picture PoHa posted. And your texture is actually gravel.. not rock. Click the link and give it another shot please. We might be able to use these somewhere else, if the polys are within reason.
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angelus6
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Post by angelus6 »

oops. didn't see that link labbeled "clickey"

all i noticed was Noirgrim's "Tor pile 1, A pile of stones"
On a concrete cross you fall
Both a martyr to your cause and mine

[url=http://angelus6.110mb.com/3dMaxGallery.html][img]http://img169.imageshack.us/img169/3307/newsig01zv0.jpg[/img][/url]
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PoHa!
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Post by PoHa! »

Ah, right, one other thing. It doesn't look like Horodnic posted here, but he's [url=http://img236.imageshack.us/img236/3992/rockkr3.jpg]already started on it[/url] (that's why I changed the title to [working])

However, please look into threads that have [claim] in their title. (Horodnic has expressed an interest in doing all the tors so might I suggest the cliff?)

I've linked reference pics in the first post in most of the threads here, but if you have something else in mind (that follows the same idea, of course) then my pic is not necessarily final.

Looking at your mesh, they seem decent. With a proper texture, they could be used for some of the GM rocks.
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horodnicdragos
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Post by horodnicdragos »

Here's what I have so far.

http://img57.imageshack.us/img57/5591/rocky2xn2.jpg

http://img69.imageshack.us/img69/8520/rockyhp9.jpg

648 triangles. No texture yet, I wasn't able to do any so I think I'll let someone else do it. Oh and of course comments are always welcome.
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Post by horodnicdragos »

I love double-posting don't you?
Anyways, here's my attempt to texture.

[url=http://img81.imageshack.us/my.php?image=tor1yc4.jpg][img]http://img81.imageshack.us/img81/6550/tor1yc4.th.jpg[/img][/url]

[url=http://img204.imageshack.us/my.php?image=tor2hm9.jpg][img]http://img204.imageshack.us/img204/9706/tor2hm9.th.jpg[/img][/url]
El Scumbago
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Post by El Scumbago »

Very nice. Any chance of an in-game pic?
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Nomadic1
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Post by Nomadic1 »

Nice (well, maybe not the texture :lol: ). :)

I take it you are yet to add the layer-ish shelf-like blobby bits to it?
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Morden
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Post by Morden »

Looking good Dragos. And I like the texture so far :) We can work on the texture later to add the layered look.
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Post by horodnicdragos »

What do you mean by layered look?
Any chance of an in-game pic?
I have to give the obj format with the texture and stuff to someone who has 3dsmax. From there it's pretty easy to export. Some help would be nice. ;)
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Morden
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Post by Morden »

By 'layered look'... I mean to describe how it looks like the rock is made up of flat peices stacked on top of eachother. I believe we can just edit your texture to add the effect.



[img]http://www.richkni.co.uk/dartmoor/pix/devils/dev6.jpg[/img]


[img]http://www.fotosearch.com/comp/BDX/BDX433/bxp163745.jpg[/img]



You can also see it really well in PoHa's other sample pic, here:

[img]http://i5.photobucket.com/albums/y171/PoHaEiFor/3dModels/DCP_5648.jpg[/img]
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Post by horodnicdragos »

Here goes the file. Morden, if you want to texture it I think you have to wrap the UV as you prefer. I don't know what to do. When you export it also remember to scale it up like 200 times. :P Else it's going to be the same size compared to a coin.
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tor_1.zip
(14.06 KiB) Downloaded 74 times
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Morden
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Post by Morden »

So you didn't fix the UVs, the scale is wrong, and you didn't make a texture for it? Making the model is only a small part of the job. I won't be working on this so you should learn.
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Post by horodnicdragos »

1.Uvs can't be set to a decent and easy to texture wrap.
2.The scale is reset each time I export to obj.
3.I've already made a texture. Hah!

I rather believe you can't texture on this messed UVs. Texturing is only a small part of the job. :P
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PoHa!
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Post by PoHa! »

My apologies, Horodnic, I was under the impression that Morden would be doing the UV wrapping, but judging from his last post, it seems I've accidentally mislead you.

I'm not certain, but I believe scaling can be fixed within Nifskope.
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PoHa!
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Post by PoHa! »

Horodnic, how goes the Tor?

If you can get a texture up, and explain which sides/parts go where, then I beleive Noir would be glad to work on the texture itself. So if you can get that going, or post any issues, specifically, we can get things moving. :)
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horodnicdragos
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Post by horodnicdragos »

All right. The way it is now, it has only 3 layers. When I made the UV I selected each layer and unwrapped it from top. As I told you, I wasn't able to find any good combination. It's messy but it should work if you put the layered texture in circle from middle to edges. :|
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Morden
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Post by Morden »

Wrap the entire thing as a cylinder horizontally.
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PoHa!
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Post by PoHa! »

So, is the last tor that you uploaded the latest one then? Or did you make some changes? If you have, please post a new file.
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Post by horodnicdragos »

I did the UV as Morden said. I till think it`s not good.
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hg.zip
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PoHa!
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Post by PoHa! »

Ah, now I think I can see where you're getting at. I think what Morden was trying to suggest, is that you wrap it cylindrically, around the Tor (left to right), instead of over and underneath it (top to bottom).

Another way to put it would be to imagine that the top of your Tor is a circle, and so is the bottom. And then the sides of your Tor would be the sides of the cylinder.
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horodnicdragos
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Post by horodnicdragos »

Ah, now I think I can see where you're getting at. I think what Morden was trying to suggest, is that you wrap it cylindrically, around the Tor (left to right), instead of over and underneath it (top to bottom).
That's what I did in my second post. If I wrap it from top there's another stressing problem. The top of the tor will be less detailed while the bottom too detailed. I scaled the top and the middle a little and I got that. :|

Edit: By the way, have you tried to do it? You'll see what I mean.
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Morden
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Post by Morden »

You have to fix that patch on top as best you can by manipulating the UVs manually. No wrap ever works perfectly. ;)
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